High-Low Ball Golf Game: The Rules
High-Low Ball — “Meilleure & Moins Bonne” in France — puts two points up for grabs on every hole: one for the duel between the two teams' best balls, one for the duel between their worst balls. Each player plays their own ball from the tee to the hole, as in Four-Ball, but here both scores count — always. In the first duel, each team's best score goes head to head: the lower one wins 1 point. In the second, it is each team's highest score that goes head to head, and once again the lower of the two wins 1 point. A tie in either duel simply cancels that point for both teams. The result: there is no hiding a teammate who is struggling behind their partner's lovely scorecard — the “weak link” becomes decisive, since the worst-ball duel weighs just as much as the best-ball one. It is the anti-passenger format par excellence: shining is not enough, both players have to keep their card together.
▶ The rule in 60 seconds, in French with English subtitles — the Game of Swing channel
How to play High-Low Ball, hole by hole
- Form 2 teams of 2 players. Everyone plays their own ball from the tee to the hole.
- Every hole puts 2 points in play: the Best ball duel and the Worst ball duel.
- Best ball: each team's best score goes head to head — the lower one wins 1 point.
- Worst ball: each team's highest score goes head to head — the lower one wins 1 point.
- A tie in a duel = 0 points for both teams on that point.
- The team with the most points at the end of the game wins the match.
| Duel | What is compared | Winner of the point |
|---|---|---|
| Best ball | The better score of each team's 2 teammates | The lower score of the two teams |
| Worst ball | The higher score of each team's 2 teammates | The lower score of the two teams |
Hole 6, par 4. Team A: Sophie 4, Karim 6. Team B: Anna 5, Léo 5. Best ball: 4 (Sophie) against 5 → 1 point for A. Worst ball: 6 (Karim) against 5 → 1 point for B. Hole shared, 1 point each. On hole 7, the best balls both make 4 → point cancelled; the worst balls make 5 against 6 → 1 point for A. End of the game: Team A 16 points, Team B 12 points (8 points cancelled by ties, out of 36 possible).
Two bonus options, if you want to spice things up
The format works perfectly well on its own, but there are two optional settings, switched off by default. The first rewards boldness: a birdie earns 1 extra point for the player's team, on top of the two points for the hole. The second punishes blow-ups: a double bogey (2 over par) hands 1 point to the opposing team. Together, they reward players who attack — at the risk of widening the gaps, since a hole can then be worth more than 2 points. In the Game of Swing app, the two are ticked separately in the setup, under “Bonus options (optional)”.
Why High-Low Ball is so popular
- Nobody can lean on their partner. Shining is not enough: if your teammate's score blows up, the team loses the worst-ball point despite an excellent score on the other side.
- Two chances to score on every hole. Even an average hole can earn a point if the opposing team slips up at least as badly in one of the two duels.
- The maths stays simple. Two comparisons per hole, no complicated points scale: a glance at the 4 scores is all it takes.
Strategy tip
The best-ball point is played on the attack: as soon as your partner has a good score in the bag, go for the risky shot to stretch the gap. The worst-ball point is played in defence: the player in trouble on a hole must above all limit the damage, even if it means playing a safe shot rather than attempting a rescue. In this format, a double bogey avoided is often worth as much as a birdie made.
Frequently asked questions
How many points are up for grabs on each hole in High-Low Ball?
2 points per hole: 1 point for the duel between the two teams' best balls, 1 point for the duel between their worst balls. A tie in either duel gives 0 points to both teams for that point.
What is the worst-ball duel?
It compares each team's highest score on the hole. The lower of the two “worst balls” wins 1 point: it is the duel that rewards damage limitation rather than brilliance.
Why does this format stop anyone being a passenger?
Because both of the team's scores count on every hole, through two separate duels. A player who always leaves their partner to carry the best ball exposes the team in the worst-ball duel: shining is never enough on its own.
How do you win a game of High-Low Ball?
The team with the most points over the whole course wins — bearing in mind that each hole hands out at most 2 points (1 per duel) and that a tie in a duel cancels the corresponding point for both teams.
Can you add birdie bonuses in High-Low Ball?
Yes, there are two optional settings, switched off by default. A birdie can earn 1 extra point for the player's team, and a double bogey can give 1 point to the opposing team. The two settings are independent and are ticked in the setup of the Game of Swing app.
Every format on a single page: step-by-step rules, a worked example, the points scale and a strategy tip — to read the night before a round or to print. The free sample covers 10 formats, including the 5 you can play for free in the app; High-Low Ball is in the complete guide.
Download the free sample →PDF · 14 pages · direct download, no email needed · the complete guide covers all 41 formats
Your next game of High-Low Ball with no comparing by hand
Enter the 4 scores for the hole: the Game of Swing app automatically compares each team's best and worst ball, awards the 2 points and cancels the ties. High-Low Ball is waiting in the catalogue of 41 formats — with 5 free games to get you started.
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